MotoGP 26 - Exclusive Interview With Game Director Matteo Pezzotti and Lead Game Designer Stefano Talarico

MotoGP 26 screenshot

MotoGP 26 screenshot
  • Primary Subject: MotoGP 26 (Version 1.0 / Launch Edition)
  • Key Update: The introduction of Rider-Based Handling, which shifts control from the bike to the rider's body weight for more direct and readable feedback.
  • Status: Confirmed / Released
  • Last Verified: May 5, 2026
  • Quick Answer: MotoGP 26 features a ground-up physics redesign via Rider-Based Handling, 1000cc production bikes in Race Off mode, and an immersive 3D paddock for career mode.

MotoGP 26 was recently released, and I had the opportunity to talk with Game Director Matteo Pezzotti and Lead Game Designer Stefano Talarico about the new entry in one of the most historic franchises in motorsport games.

In this interview, Matteo and Stefano talk about the brand-new features, the challenges faced while developing the game, the idea behind some of the new additions, and what the future holds for the franchise.

Without further ado, let's get into the interview.

How massive an addition is the Rider-Based Handling system?

Matteo Pezzotti: I would say this is the main feature introduced this year! In past MotoGP games, players moved the bike, and the rider on top moved along with it.

This year, it’s the other way around: the player directly controls the rider, and the bike moves along. It’s a totally different style of playing and, of course, applies to every technical aspect of the bike.

I would say that Rider-Based Handling is more accessible since the bike feedback is more direct and readable. Of course, accessible does not mean easy, but I do believe that MotoGP™ has the best physics model yet, and it’s easier to put together a good lap and, most of all, understand where you can improve.

What were the main challenges you encountered when working on the Rider-Based Handling system?

Stefano Talarico: Our gameplay team had to redesign everything from the ground up. Rider-Based Handling was a groundbreaking process and a different way to approach what we did in previous instalments of the game, and what we held true also for Ride and previous motorcycle-centric games.

I cannot emphasise just an aspect, as this process required many years of work, but I can say that the difference between 25 and 26 is really palpable, and in my opinion is really hard to go back.

Rider-Based Handling really is frictionless, and gives you more time to understand how to ride better and how to improve. It’s a more enjoyable experience overall, for both pro players and newcomers.

Would you say the Rider-Based Handling feature is still in its early days, having a lot of untapped potential?

Matteo Pezzotti: I anticipate we’d like to create some prototypes to separate steering from the rider’s weight control, possibly introducing a dual-stick control scheme. We don’t want to risk making the game too complex, but it’s something we want to explore to make the game even more realistic.

MotoGP 26 screenshot
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Credit: Milestone S.r.l.

What aspect of the game did the team focus the most on when in development?

Matteo Pezzotti: Risking sounding too obvious, I’d say fidelity to the MotoGP world. We know our game is made for enthusiasts, so we try to convey a bit of the feeling that fans experience while watching a race weekend on TV in every camera shot, every menu page, and every race moment.

And then I’d also mention the Career mode: it’s definitely the most played mode among our users, and every year we try to find new ways to enrich progression.

How do you balance the arcade experience and the Pro simulation so that both are accessible, but in a way that still makes the Pro simulation challenging for veteran players?

Stefano Talarico: The secret is that there are two completely different game experiences. This year, for example, we worked on the Arcade Experience from scratch to deliver AI training fine-tuned for different difficulty levels.

Pro Experience was completely overhauled thanks to the work we did on Rider-Based Handling, which affects both Arcade and Pro in several ways.

We approach the two Experiences as two separate entities, with separate workflows and goals to reach, since one is designed to appeal to basically everyone, and the other must keep pushing the envelope and aim to evolve our technology in terms of bike simulation.

The Race Off mode now includes 1000cc Production Bikes. How do their physics differ from the official MotoGP prototypes?

Stefano Talarico: Of course, we aimed to reflect the differences between production bikes and MotoGP™ prototypes. Thanks to the knowledge we developed while working on the Ride series, along with the references, data we collected over the years, and track tests, we know how to develop a digital 1000cc bike.

For MotoGP™ 26, we went and created a physics model that could work well with MotoGP™ characteristics, i.e., the new Rider-Based Handling, and of course, we had to tweak them in terms of electronics, input response, and general efficiency.

What were some of the challenges faced when working on the addition of the 1000cc Production Bikes to the game?

Stefano Talarico: We wanted to recreate the vibes of events like the World Ducati Week or the Aprilia All Stars: a mono-brand event with riders who have strong ties to the manufacturers.

There were no big challenges per se, but of course we had to extend our usual efforts delivering the different bike models, handling, Pro and Arcade AIs, difficulty balance... wait, when you list those like this, I guess that those ARE big challenges, but we’re simply used to them at this point!

MotoGP 26 screenshot
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Credit: Milestone S.r.l.

The community consistently asks for the return of historic bikes. Is there a plan to bring these back?

Stefano Talarico: We want to focus on what gives our players an exciting, fresh, new game.“Historic bikes” has slowly become too wide a concept, honestly.

Next year, with the new 850cc regulations, 2026 season bikes will become “historic bikes”. We want to focus our efforts on creating cohesive experiences and fun games that put players in the leathers of the riders.

Maybe in the future we will feature an historic mode that focuses on a specific season, as we did in MotoGP™22 Nine Season. Maybe we will figure out something entirely new... but again, we do not want to put stuff in our game just to check boxes.

How exactly are the Dynamic Rider Ratings calculated after real-world race weekends?

Stefano Talarico: As we watch every race, we pay particular attention to the parameters we outlined: Time Attack prowess, ability to maintain a good race pace, getting the best out of a head-to-head, and general reliability during the race weekend.

We have a master document that covers last season’s raw data, and we add this season's results and data, then tweak it to ensure it reflects the perception of fans at home.

Was the addition of the 3D paddock impulsed by community feedback? Or was it something that had already been in the works?

Stefano Talarico: MotoGP™ game presentation is a constant evolution. We started back in 23 with the new season photoshoot, in 24 we had a TV studio setting that mimicked the rider presentation video introduced that year.

That evolved into 25 in a virtual production set that recreated an “on track” feeling... this year, we took that feeling and built everything around it, creating a full 3D paddock.

And we took the extra step of setting up every Career menu in the player’s team paddock to give them the full MotoGP™ rider experience, from Thursday’s press conference through Sunday's race.

How much of an impact would you say press conferences have on the immersion aspect of career mode? Do they shape storylines for the season in a way that makes every year different?

Matteo Pezzotti: To structure the press conferences, we were heavily inspired by what happens on TV, starting from the direction of the cutscenes and going all the way to the type of questions asked by journalists.

We wanted players to breathe a bit of the MotoGP world while facing these events. Speaking of alternatives… I can say that each interview will feature three questions, each with three possible answers, and each combination of answers will generate a different career objective.

I’ll leave the math to you to figure out just how many possible scenarios we’re putting on the table!

MotoGP 26 screenshot
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Credit: Milestone S.r.l.

What are the main factors that impact your reputation in the Rider Market?

Matteo Pezzotti: The most important parameter is linked to race results: achieving the team’s objectives allows your reputation to grow very quickly.

Then relationships with riders and teams come into play; they are tied to on-track behaviour, press conferences, and training days spent together.

What steps have been taken to improve controller calibration and feedback for better precision?

Stefano Talarico: We switched to a new rumble system that works better with the new Unreal Engine and the latest generation consoles.

After last year’s problems, we went the extra mile to provide the best possible experience and cohesive feedback for the players, and we double-checked everything just to be sure it was buttery smooth.

While cross-play supports full 22-player grids on most platforms, Nintendo Switch 2 is limited to 12. Is this a hardware-locked limitation? If not, are there plans to bridge this gap in future updates?

Matteo Pezzotti: Yes, it is a purely technological limitation. In fact, we have already managed to increase the number to 16, but I don’t think it will be possible to align Switch 2 with the other platforms.

What does the future have in store for the MotoGP series?

Stefano Talarico: We’re already focusing on the new 850cc bikes and regulations for the MotoGP™ class. Internally, we have a clear roadmap for the improvements we want to make over the coming years, and we try to distribute them evenly each year, based on the time available.

I love to say that our team pretty much reflects the real sport: we work hard all year long, focusing on details, hoping to improve and be better than last year. Only time will tell!

Closing Remarks

That was our interview with MotoGP 26 Game Director Matteo Pezzotti and Lead Game Designer Stefano Talaric.

I want to thank both Matteo and Stefano for their time and insightful answers.

I hope you enjoyed reading the interview and that it answers all the questions you have about MotoGP 26.

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